Enemy Filter (enemyfilter) Filter entity to test targets against. Wake Squad (wakesquad) Wake all of the NPCs squadmates if the NPC is woken. Wake Radius (wakeradius) Auto-wake if player comes within this distance. Sleep State (sleepstate) Holds the NPC in stasis until specified condition. Hint Limit Nav (hintlimiting) Limits NPC to using specified hint group for navigation requests. Only hint nodes with matching hint group names will be considered by this NPC. Hint Group (hintgroup) Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Squad Name (squadname) NPCs that are in the same squad (i.e., have matching squad names) will share information about enemies and will take turns attacking and covering each other. Target Path Corner (target) The path_corner that this NPC will move to after spawning. Used like the ai_relationship entity, with this NPC as the subject. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.īase: OnUser1 to OnUser4 These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input see User Inputs and Outputs.Relationship !FGD Changes whether this NPC likes or dislikes certain others. ( !activator is the player.) OnCacheInteraction Fires when the player 'proves' they've found this weapon. ( !activator is the player.) OnPlayerPickup Fires when a player picks up this weapon. ( !activator is the NPC.) OnPlayerUse Fires when the player +uses this weapon. Weapon: OnNPCPickup Fires when an NPC picks up this weapon. DispatchEffect ( removed since ) !FGD Dispatches a special effect from the entity's origin see also List of Client Effects. DispatchResponse !FGD Dispatches a response to the entity. Use !FGD Same as a player invoking +use no effect in most cases. The entity retains its position relative to the attachment at the time of the input being received. SetParentAttachmentMaintainOffset As above, but without teleporting. Entities must be parented before being sent this input. The entity will teleport so that the position of its root bone matches that of the attachment. SetParentAttachment Change this entity to attach to a specific attachment point on its parent. The name should match the key of an existing context. RemoveContext Remove a context from this entity's list. KillHierarchy Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Killinput. Kill Removes this entity and any entities parented to it from the world. FireUser1 to FireUser4 Fires the respective OnUseroutputs see User Inputs and Outputs. ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently. // Raw text : "OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1" ClearContext Removes all contexts from this entity's list. Format of changing KeyValues : "AddOutput " //// Raw text : "OnUser1" "!self,AddOutput,targetname new_name" // Format of adding an Output : "AddOutput " //// Raw text : "OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1" // Arguments can be left blank, but the empty blank should still be contained. This also includes the context menu properties! You need to supply the tool class names, the names of the. Sandbox Tool Whitelist (gmod_allowtools) ( only in ) If set, only given tools can be used on this entity. GMODSandbox: Allow Physics Gun (gmod_allowphysgun) ( only in ) If set, players cannot use Physics Gun on this entity. Using 0 turns off the forced fade altogether. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances.
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